Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons) and +1 to Constitution (thus, depending on prior Constitution score, adding either 0/+1 to Fortitude saving throws and either 0/+1 to max HP per character level)
Exchange
Adds +6 to Strength (thus adding +3 To Hit in melee and +3 Damage with melee and thrown weapons), +3 to Dexterity (thus, depending on prior Dexterity score, either +1/+2 To Hit with ranged attacks, either +1/+2 to AC, and either +1/+2 to Reflex saving throws), and +4 to Constitution (thus adding +2 to Fortitude saving throws and +2 to max HP per character level).
All scrolls carried by the possessor of this tube are protected from damage as long as the scrolls remain in the tube. If the possessor of this tube becomes petrified, all the carrier’s possessions–including this tube and its contents–become petrified as well.
When the possessor of this tube casts a healing scroll, that scroll gains +1 to the amount healed. When the possessor of this tube casts a damage-inflicting scroll,
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons), +2 to Dexterity (thus adding +1 To Hit with Ranged attacks, +1 to AC, and +1 to Reflex saving throws), +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level), and +2 Focus.
+9 to Dexterity (thus, depending on prior Dexterity score, either +4/+5 To Hit with ranged attacks, +4/+5 to AC, and +4/+5 to Reflex saving throws), +5 to Intelligence, and +5 to Charisma
In addition to all the powers granted by Mad Evoker’s Charm (double the base damage of a Spell and suffer 25 points of Eldritch damage–see the description of Mad Evoker’s Charm for details), once per round Ashenne’s Arch-Mage Medallion allows a wizard to modify a cast Spell (excluding any scrolls or “as a scroll” effects) with one or more of the Mage Power (MP) or Arch-Mage Power (AMP) effects listed below.
Like all +5 weapons, the DM will add +5 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
The damage wheel includes 2 points of Poison damage which will be deducted if the victim of the attack is immune to Poison damage.
Monks may wield one or two of these in conjunction with their flurry of blows attack.
Like all +5 weapons, the DM will add +5 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.









